- replaced changespritestat with ChangeActorStat in animateobjs.

This commit is contained in:
Christoph Oelckers 2021-11-13 20:58:18 +01:00
parent c62dff2606
commit a33c655033

View file

@ -161,7 +161,7 @@ void animateobjs(PLAYER& plr) {
spr.xrepeat = 24;
spr.yrepeat = 24;
spr.clipdist = 32;
changespritestat(i, FACE);
ChangeActorStat(actor, FACE);
spr.hitag = (short) adjusthp(100);
spr.lotag = 100;
spr.cstat |= 0x101;
@ -174,7 +174,7 @@ void animateobjs(PLAYER& plr) {
spr.xrepeat = 24;
spr.yrepeat = 24;
spr.clipdist = 32;
changespritestat(i, FACE);
ChangeActorStat(actor, FACE);
spr.hitag = (short) adjusthp(100);
spr.lotag = 100;
spr.cstat |= 0x101;
@ -187,7 +187,7 @@ void animateobjs(PLAYER& plr) {
spr.xrepeat = 24;
spr.yrepeat = 24;
spr.clipdist = 32;
changespritestat(i, FACE);
ChangeActorStat(actor, FACE);
spr.hitag = (short) adjusthp(100);
spr.lotag = 100;
spr.cstat |= 0x101;
@ -200,7 +200,7 @@ void animateobjs(PLAYER& plr) {
spr.xrepeat = 30;
spr.yrepeat = 30;
spr.clipdist = 64;
changespritestat(i, FACE);
ChangeActorStat(actor, FACE);
spr.hitag = (short) adjusthp(300);
spr.lotag = 100;
spr.cstat |= 0x101;
@ -214,7 +214,7 @@ void animateobjs(PLAYER& plr) {
spr.xrepeat = 26;
spr.yrepeat = 26;
spr.clipdist = 48;
changespritestat(i, FACE);
ChangeActorStat(actor, FACE);
spr.hitag = (short) adjusthp(100);
spr.lotag = 100;
spr.cstat |= 0x101;
@ -359,7 +359,7 @@ void animateobjs(PLAYER& plr) {
spr.lotag = 24;
if (spr.picnum == PULLCHAIN3 || spr.picnum == SKULLPULLCHAIN3) {
spr.lotag = 0;
changespritestat(i, (short) 0);
ChangeActorStat(actor, 0);
}
}
}
@ -376,7 +376,7 @@ void animateobjs(PLAYER& plr) {
spr.lotag = 24;
if (spr.picnum == LEVERDOWN) {
spr.lotag = 60;
changespritestat(i, (short) 0);
ChangeActorStat(actor, 0);
}
}
}
@ -393,7 +393,7 @@ void animateobjs(PLAYER& plr) {
spr.lotag = 24;
if (spr.picnum == LEVERUP) {
spr.lotag = 1;
changespritestat(i, (short) 0);
ChangeActorStat(actor, 0);
}
}
}
@ -427,7 +427,7 @@ void animateobjs(PLAYER& plr) {
spr.lotag = (short) (krand() & 48 + 24);
bats(plr, i);
if (spr.extra == 0)
changespritestat(i, (short) 0);
ChangeActorStat(actor, 0);
}
}
@ -553,7 +553,7 @@ void animateobjs(PLAYER& plr) {
if (spr.z <= sector[spr.sectnum].ceilingz + 32768) {
soundEngine->StopSound(CHAN_CART);
spritesound(S_CLUNK, &spr);
changespritestat(i, (short) 0);
ChangeActorStat(actor, 0);
spr.lotag = 1820;
spr.z = sector[spr.sectnum].ceilingz + 32768;
}
@ -563,7 +563,7 @@ void animateobjs(PLAYER& plr) {
spr.z -= (TICSPERFRAME << 6);
setsprite(i, spr.x, spr.y, spr.z);
if (spr.z <= sector[spr.sectnum].ceilingz + 65536) {
changespritestat(i, (short) 0);
ChangeActorStat(actor, 0);
spr.lotag = 1810;
spr.z = sector[spr.sectnum].ceilingz + 65536;
}
@ -573,7 +573,7 @@ void animateobjs(PLAYER& plr) {
spr.z -= (TICSPERFRAME << 6);
setsprite(i, spr.x, spr.y, spr.z);
if (spr.z <= sector[spr.sectnum].ceilingz + 65536) {
changespritestat(i, (short) 0);
ChangeActorStat(actor, 0);
spr.lotag = 1800;
spr.z = sector[spr.sectnum].ceilingz + 65536;
}
@ -599,7 +599,7 @@ void animateobjs(PLAYER& plr) {
if (spr.z >= (sector[spr.sectnum].floorz - 32768)) {
soundEngine->StopSound(CHAN_CART);
spritesound(S_CLUNK, &spr);
changespritestat(i, (short) 0);
ChangeActorStat(actor, 0);
spr.lotag = 1821;
spr.z = sector[spr.sectnum].floorz - 32768;
}
@ -609,7 +609,7 @@ void animateobjs(PLAYER& plr) {
spr.z += ironbarmove;
setsprite(i, spr.x, spr.y, spr.z);
if (spr.z >= sector[spr.sectnum].floorz) {
changespritestat(i, (short) 0);
ChangeActorStat(actor, 0);
spr.lotag = 1811;
spr.z = sector[spr.sectnum].floorz;
}
@ -620,7 +620,7 @@ void animateobjs(PLAYER& plr) {
spr.z += ironbarmove;
setsprite(i, spr.x, spr.y, spr.z);
if (spr.z >= sector[spr.sectnum].floorz) {
changespritestat(i, (short) 0);
ChangeActorStat(actor, 0);
spr.lotag = 1801;
spr.z = sector[spr.sectnum].floorz;
}
@ -666,7 +666,7 @@ void animateobjs(PLAYER& plr) {
}
switch (spr.picnum) {
case FSHATTERBARREL + 2:
changespritestat(i, (short) 0);
ChangeActorStat(actor, 0);
break;
}
}
@ -742,7 +742,7 @@ void animateobjs(PLAYER& plr) {
deletesprite(i);
break;
}
changespritestat(i, (short) 0);
ChangeActorStat(actor, 0);
break;
}
spr.hitag = 0;
@ -817,10 +817,10 @@ void animateobjs(PLAYER& plr) {
if (spr.lotag < 0 || (hitobject & 0xc000) == 32768) {
spr.lotag = 0;
changespritestat(i, (short) 0);
ChangeActorStat(actor, 0);
if (spr.z < sector[spr.sectnum].floorz) {
spr.zvel += 256L;
changespritestat(i, FALL);
ChangeActorStat(actor, FALL);
}
}
}
@ -979,7 +979,7 @@ void animateobjs(PLAYER& plr) {
if (spr.picnum == THROWPIKE) {
spr.picnum++;
spr.detail = WALLPIKETYPE;
changespritestat(i, (short) 0);
ChangeActorStat(actor, 0);
continue;
}
@ -996,7 +996,7 @@ void animateobjs(PLAYER& plr) {
if (spr.picnum == THROWPIKE) {
spr.picnum++;
spr.detail = WALLPIKETYPE;
changespritestat(i, (short) 0);
ChangeActorStat(actor, 0);
continue;
}
@ -1098,7 +1098,7 @@ void animateobjs(PLAYER& plr) {
spr.detail = WALLPIKETYPE;
}
changespritestat(i, INACTIVE); // EG Note: RAF.H gives this a nice name, so use it
ChangeActorStat(actor, INACTIVE); // EG Note: RAF.H gives this a nice name, so use it
}
continue;
} else if ((hitobject & 0xc000) == 32768) { // hit a wall
@ -1108,7 +1108,7 @@ void animateobjs(PLAYER& plr) {
spr.detail = WALLPIKETYPE;
}
changespritestat(i, INACTIVE);
ChangeActorStat(actor, INACTIVE);
continue;
}
@ -1423,12 +1423,12 @@ void animateobjs(PLAYER& plr) {
if (spr.picnum == (SHATTERVASE + 6) || spr.picnum == (SHATTERVASE2 + 6)
|| spr.picnum == (SHATTERVASE3 + 6))
changespritestat(i, (short) 0);
ChangeActorStat(actor, 0);
else {
switch (spr.picnum) {
case FSHATTERBARREL + 2:
randompotion(i);
changespritestat(i, (short) 0);
ChangeActorStat(actor, 0);
break;
case STAINGLASS1 + 6:
case STAINGLASS2 + 6:
@ -1439,7 +1439,7 @@ void animateobjs(PLAYER& plr) {
case STAINGLASS7 + 6:
case STAINGLASS8 + 6:
case STAINGLASS9 + 6:
changespritestat(i, (short) 0);
ChangeActorStat(actor, 0);
break;
}
}
@ -1498,7 +1498,7 @@ void animateobjs(PLAYER& plr) {
if (spr.z + (8 << 8) >= sector[spr.sectnum].floorz && spr.picnum == ICECUBE
|| movestat != 0) {
spr.z = sector[spr.sectnum].floorz;
changespritestat(i, (short) 0);
ChangeActorStat(actor, 0);
if (sector[spr.sectnum].floorpicnum == WATER || sector[spr.sectnum].floorpicnum == SLIME
|| sector[spr.sectnum].floorpicnum == FLOORMIRROR) {
if (spr.picnum == FISH)